private void Start() { _camera = GetComponent<Camera>(); _lookAtTargetComponent = GetComponent<LookatTarget>(); _lookAtTargetComponentTarget = _lookAtTargetComponent.Target; // !!! Will get these values from somewhere better, some time... _validCameraLocations[(int)CameraLocation.RowZeroColZero0] = new Vector3(0.0f, cameraHeight, 0.0f); _validCameraLocations[(int)CameraLocation.RowZeroColMax1] = new Vector3(0.0f, cameraHeight, 50.0f); _validCameraLocations[(int)CameraLocation.RowMaxColMax2] = new Vector3(50.0f, cameraHeight, 50.0f); _validCameraLocations[(int)CameraLocation.RowMaxColZero3] = new Vector3(50.0f, cameraHeight, 0.0f); _camera.transform.position = _validCameraLocations[(int)CameraLocation.RowZeroColZero0]; _currentPosition = _camera.transform.position; _preferedPosition = _currentPosition; _currentLocation = CameraLocation.RowZeroColZero0; BakeCurrentLocation(_currentLocation); // Set prefered location to current at the start _preferedLocation = _currentLocation; }
private void Start() { // Create at origin, looking towards the LookatTarget's target transform.position = new Vector3(0, DefaultHeight, 0); _height = transform.position.y; // Set up rails _mapRectangleRail.Set(0, CombatTerrain.terrainData.size.z, CombatTerrain.terrainData.size.x, _height); _lineMarkerRail = new List<Transform>(); _radialRail.Set(CombatTerrain.terrainData.size.x / 2, _height, CombatTerrain.terrainData.size.z / 2, Mathf.Max(CombatTerrain.terrainData.size.x, CombatTerrain.terrainData.size.z)); _camera = GetComponent<Camera>(); _lookatTarget = GetComponent<LookatTarget>(); }